Fabian Fischer's Blog
I fill various roles throughout the games industry and media:
- Game Designer by passion and by trade
- Author for various gaming websites and magazines
- Blogger on design and ludology (in German)
- Consultant for fellow designers
- Moderator of the r/gamedesign subreddit
- Researcher in the field of game-based learning
- Tester for several indie game projects
The draw of competitive games is tied to their ability to let players gain competence by playing. This iterative learning process is based on cycles of actions and feedback. Therefore efficient feedback is of utmost importance for those games.
The hype around No Man's Sky was not only fueled by shady marketing methods, but also by fundamentally flawed perspectives for evaluating games within the audience.
Interactivity is what makes our medium unique. In some cases it is used to tell stories or create virtual art galleries. However, if gameplay itself is the core tool for delivering value, shouldn't it then always challenge the player?
While losing in games, and specifically an avatar dying, are most commonly associated with frustration, some games claim the opposite to be true in their case. What kind of games can rightfully make this claim?
Uncertainty is of central importance for any interesting game. Without it, interacting with a given system will only be of highly limited value. What tools can be employed to generate or preserve uncertainty? And which ones demand a close critical look?
Videogames come in different forms. Some are interactive movies or dynamic story generators, others are puzzles, dexterity challenges, or sandboxes. This article deals with strategy games as “contests of decision-making” and how to assess their desig
Fabian Fischer's Comments
[Blog - 07/13/2016 - 04:54]
It 's like they asked ...
It 's like they asked What if we made the whole world one giant Skinner Box . And boy did they succeed. I 'm afraid one of the biggest games ever will shed quite a bad light on what games can be. There 's barely any gameplay to be found.
[Blog - 07/08/2016 - 10:07]
Since the mentioned hardcore MMO ...
Since the mentioned hardcore MMO RPGs all prey on the same Skinner Box mechanics and the spectacle value of growing numbers , it 's actually not surprising at all to find the same players as in idle clickers...
[Blog - 06/28/2016 - 04:48]
Players don t care what ...
Players don t care what they do, they care why they do it. r n r nI think that 's a major problem caused by the low amount of the professional/academic work that went into the medium at this point. Too many people just don 't appreciate the what enough. ...
[Blog - 04/27/2016 - 11:36]
I think the card leveling ...
I think the card leveling is where the game damages its own competitive structure severely. If you 're playing well, you 're kind of punished for that. You level up your trophies too fast, so you either pay without a clear limit because as you said, it just goes on ...
[Blog - 03/10/2016 - 03:14]
Now that I can totally ...
Now that I can totally get behind. I 've basically stopped playing as well after 2-3 weeks, because I felt I had uncovered most of the game 's depth and the rest was just about leveling up over time which seemed true for other players as well, you always saw ...
[Blog - 02/24/2016 - 06:45]
Of course the game 's ...
Of course the game 's level of challenge has to depend on the player 's skill. It should pose a challenge that 's neither overwhelming nor trivial. The optimal challenge as flow theory calls it lies around the 50 winrate range. r n r nAlso, what do you mean extremely ...